$PITE
06-19-2005, 04:02 PM
KIRBY GUIDE
SECTION A: KIRBY OVERVIEW
SECTION B: WHY CHOOSE KIRBY?
SECTION C: TECHNICAL TERMS
SECTION D: MOVELIST
SECTION E: RECOVERY TECHNIQUES
SECTION F: EDGE GUARDING
SECTION G: COMBOS
SECTION H: CHARACTER MATCHUPS
SECTION I: ENDING REMARKS
SECTION A: KIRBY OVERVIEW
Kirby is a pink, 8-inch tall, balloon-like creature that hails from the planet Pop Star. Kirby’s origin is very odd. In the game-making process, Kirby was just a placeholder for the final build of the hero in the game – but they loved him so much that he was kept, and Kirby was born.
Kirby first appeared in the Game Boy game Kirby’s Dream Land in 1992. The game’s unique style and gameplay made it a hit. A year later, Kirby appeared in the NES game Kirby’s Adventure, which is the first time that fans got to see Kirby’s colour. The same year, Kirby had it’s first foray into pinball, in Kirby’s Pinball Land. Kirby would have many other successes in the years, including a 2nd and 3rd Kirby’s Dream Land, Kirby’s Super Star, Kirby 64, Kirby’s Tilt and Tumble and Kirby and the Amazing Mirror. Other puzzlers and one racing game were also made, making Kirby’s repertoire of games large. This year, Kirby comes to the DS for the first time in Kirby: Canvas Curse, and a Gamecube edition of the Kirby franchise will be out within the next year.
SECTION B: WHY CHOOSE KIRBY?
If you look at the tier list, you’ll see that Kirby is in the middle of low, making him the fifth lowest character in all of Super Smash Bros. Melee. This fact detours many people from using him, but used at its full potential, Kirby is a deadly, fast force. Kirby’s tilt game is among the better sets in the game, and aerially he’s very good. His recovery is spectacular, with 5 jumps and a useful boost. The sheer amount of jumps also gives you many edgeguarding options, with a lax margin of error if you miss your attempt. Kirby’s crouch game is also very good, as he’s the shortest character in the game when doing so – he can duck blaster fire, smashes, even throws! Kirby’s wavedash is quite good, both distance wise and speed wise, which makes it a great movement option that can lead into many different attacks. The little puffball is even equipped with a meteor smash, which is quite easy to use and can lead to many low % kills. These attributes make Kirby quite usable in my eyes, and if you can get around the lesser range and the easy to kill nature of Kirby, you can wield him quite effectively.
SECTION C: TECHNICAL TERMS
To be completed
SECTION D: MOVELIST
A - Jab
Damage: 1-3%
Knockback: Very Low
Range: Low
Priority: Low
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: You could try to combo this into a throw. That’s all I can think of. I wouldn’t be using this.
A + A - Jab combo
Damage: 5-6%
Knockback: Very Low
Range: Low
Priority: Low
Start-up Lag: Low
Duration: Short-Med
Wind-down Lag: Low
Description: Like the Jab, but two hits. You could probably also combo this into a throw, but really, I wouldn’t seriously use this much.
A + A + A - Jab flurry
Damage: 5-x%
Knockback: Very Low
Range: Low-Med
Priority: Medium
Start-up Lag: Low
Duration: Med-Long
Wind-down Lag: Low
Description: A flurry of weak punches. Like all multi-hit attacks, it’s easy to D.I. out of and easy for the opponent to retaliate. Maybe you could score 10% against a wall, but I wouldn’t recommend using this.
Forward Tilt A - Roundhouse kick
Damage: 6-11%
Knockback: Low-Med
Range: Low-Med
Priority: Medium
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: A fast, versatile attack that has enough knockback to prevent the opponent from punishing you for it's use. Good for racking up damage, but doesn't combo well. I find this useful to get the opponent off the edge as well, as many of Kirby’s other ground moves that could do that aren’t as quick. The sweetspot of this attack is the tip of the foot.
Upward Tilt A - Up toe kick
Damage: 3-8%
Knockback: Low-Med
Range: Low-Med
Priority: Good
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: Perhaps Kirby's best combo starter. Against fast fallers, you can chain a few of them into a B-air or an U-air. Using this move at mid-high damages basically guarantees you an aerial, due to the very short amount of wind-down lag.
Downward Tilt A - Sweeping kick
Damage: 5-10%
Knockback: Low
Range: Medium
Priority: Good
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: A good tilt with good priority. This attack can be used directly from crouching, which is desirable because Kirby is extremely short. It also has good priority and range, so it can be spammed to an extent, with wave-dashing used for movement. It can also spike if used at a ledge.
Forward Smash A - Lunge kick
Damage: 7-20%
Knockback: Med-High
Range: Decent-Good
Priority: Decent
Start-up Lag: Medium
Duration: Short-Med
Wind-down Lag: Low-Med
Description: Ah, Kirby's lunge kick, once great, now...not so much. This move must be sweetspotted to be truly effective (very tip or base of foot). If you don't hit the sweetspot, this move can often pop the opponent straight up which might make retaliation easy. The start-up lag isn’t spectacular either. Wave-dashing backwards into this is the best use I’ve found for it, as the range is good and it’s pretty safe.
Upward Smash A - Flip kick
Damage: 7-20%
Knockback: Low-High
Range: Decent
Priority: Decent
Start-up Lag: Low
Duration: Short-Med
Wind-down Lag: Low-Med
Description: There are three distinct ways to hit with this attack, all with varying knockback. If you hit with the opponent a bit away from you, it has medium knockback. If you hit when the opponent behind you, it'll have low knockback. If the opponent is right in front of you and very close, then it has high knockback and will make a distinct sound. Anyways, this attack isn't too good, because needs the opponent in a certain place to be useful at all, and the range isn't the greatest. Stick to uptilt to U/B-air for kills.
Downward Smash A - Breakdance kick
Damage: 6-19%
Knockback: Med-High
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Medium
Wind-down Lag: Low-Med
Description: Kirby's best smash. The opponent will be hit either straight left or right (if hit with tip of toes), or up (if hit in any other way). The up hitting makes it a good combo starter, as it can be comboed into an uptilt, U-air, or B-air. At low damage, this attack can be punished due to the long duration if you hit them up.
Dashing A Attack - Fireball kirby
Damage: 2-8%
Knockback: Low
Range: Good
Priority: Decent
Start-up Lag: Low
Duration: Long
Wind-down Lag: Medium-High
Description: Bleh. That's all I can say. First of all, it's hitbox is basically the size of Kirby - not good. Many characters will just smash you out of it. And the duration is long, so even if you hit, you may still be punished for using it. Also, since it's duration is so long, you can fireball kirby off the edge, giving characters an easy chance to kill you with edgeguarding. At least it’s hard to shield-grab. Not recommended.
Neutral A (Aerial) – Twinkle Star
Damage: 5-10%
Knockback: Low
Range: Poor
Priority: Poor
Start-up Lag: Low
Duration: Short-Long
Wind-down Lag: Low-Med
Description: Not a bad attack, not great either. The duration can be short or long, depending on whether you hit the ground before the animation is over - it's really quite long. Oddly enough, there is a very short landing lag for this attack. Anyways, in most situations where you could use this, another aerial would be better... still, a decent attack despite poor range.
Forward A (Aerial) - Triple kick
Damage: 1-16%
Knockback: Low, Low, Med-High
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Med-Long
Wind-down Lag: Low
Description: A fairly useful aerial, especially against heavier or larger characters. It's most useful when you get all three off, but often you'll only get two. One method of using this is to shfflc it into your opponent. You can chain a few together if you do that, which can rack up some damage. A great use of this attack is recovery. Off the ledge, just ledge hop into this, and you can often get all three in. It also makes the opponent think twice about jumping out and meeting you with an aerial. All things considered, a very versatile attack.
Backward A (Aerial) - Back kick
Damage: 5-14%
Knockback: Med-High
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Medium
Wind-down Lag: Low
Description: This attack is awesome. Good knockback, fairly long duration, and very, very little start-up and wind-down lag. It can be used to finish off a combo, and at low damages (or non sweetspotted), you can chain a few together for some nice damage. Speaking of which, the sweetspot of this attack is a timing one - it does the most damage and has the most knockback right as it comes out. Use this attack often.
Upward A (Aerial) - Aerial flip kick
Damage: 8-15%
Knockback: High
Range: Decent-Good
Priority: Good
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: Perhaps Kirby's best aerial... you could make an argument for either this or the B-air. Anyways, this is the other option to finish off combos, and has the best knockback of any of Kirby's aerials. One way to edgeguard with Kirby involves dropping down with the opponent and using this, and it works well against some characters. Many of your kills will come from this attack, so get used to it and use it well.
Downward A (Aerial) - Drill kick
Damage: 1-18%
Knockback: Low, Low-Med (last hit on ground)
Range: Good
Priority: Good
Start-up Lag: Medium
Duration: Medium
Wind-down Lag: Low
Description: Another great aerial. This attack can be used to assist landing when knocked into the air - without it, it's like beating around a beachball. Also, it does good damage, and if L-cancelled, it can lead into a downsmash sometimes, depending on where the last hit sends the opponent. The final hit apon landing creates some spacing between you and your opponent, and it often goes under shields, which is convenient. Also, this attack spikes. Against many opponents, you can just short hop off the edge and spike a recovering opponent. If they meteor recover it, you can spike them again on the same trip off the ledge. Also, this attack can be easily ledge hopped into, which is a major plus - especially since you can l-cancel it and maybe use utilt to start a combo.
Forward B (Ground) - Hammer
Damage: 8-23%
Knockback: Med-High
Range: Good
Priority: Good
Start-up Lag: Med-Long
Duration: Short-Med
Wind-down Lag: Medium
Description: One of Kirby's most powerful, if unwieldy, attacks. This attack has considerable start-up and wind-down lag, which makes it relatively useless right away. On top of that, to actually be powerful, you need to hit with the tip of the hammer, and otherwise it's rather weak. You just have so many better options on the ground, so don't use this.
Forward B (Aerial) - Hammer
Damage: 3-15+%
Knockback: Very Low
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Med-Long
Wind-down Lag: Medium
Description: This attack is far different in the air than on the ground. The ground attack focuses on killing - the aerial one focuses on damage. This attack, when you catch your opponent in it, can be fairly useful. It racks up damage, and scatters them a bit, but sometimes the opponent will be quick enough to punish the lag, and whiffing on this attack is awful. On a side note, this attack pops you up just a tiny bit before execution, so be aware of this. One use I’ve found for it is upthrow into reverse aerial hammer at mid damages, assuming they don’t D.I. away from you. I'd say this attack is pretty useful, but don't spam it and try not to be predictable with it.
Upward B - Final cutter
Damage: 1-15%
Knockback: Low
Range: Good
Priority: Decent
Start-up Lag: Low-Med
Duration: Med-Long
Wind-down Lag: Low-Med
Description: Kirby's “third” jump. This attack, when used for recovery, is almost completely vertical, so use it at the last possible moment. It can be used as an attack, but I prefer not to, as if you're hit out of it, you're left with no jumps. However, it can trick some opponents, as it has good range in front of you, and it's almost completly unexpected. If you do decide to use it, be unpredictable or you will be punished.
Downward B - Stone
Damage: 9-18%
Knockback: Medium
Range: Poor-Decent
Priority: Great
Start-up Lag: Medium
Duration: Depends
Wind-down Lag: Medium
Description: Wow, this attack sucks. Seriously, don't use it. For an attack with such great start-up and wind-down lag, there is a certain degree of power that you think would be present. But there isn't. This attack also has a tiny hitbox, and if you miss, you're screwed. And you'll miss 100% of the time against a skilled opponent. Don't use this.
Attack in Throw - Punch
Damage: 1-3%
Downward Throw - Victory dance
Damage: 4-7%
Direction of Opponent: Right below you
Description: Perhaps Kirby's best throw. This destroys unskilled opponents (those who don't D.I. or tech), as it can chain into Utilts, especially against heavy characters. Some characters can N-air out of this, including Dr.Mario, Mario, Luigi, Samus, Peach, Jigglypuff, and Mewtwo. So against them, refrain from using this. Also, a lot of players will tech this, but don't worry - if you get good at predicting techs, you can follow them into a downsmash or another throw. If you're good at mindgames, you'll do well against those opponents - if not, maybe try another throw.
Upward Throw - Rocket throw
Damage: 6-10%
Direction of Opponent: Up
Description: Kirby's most damaging throw, and it can be used in some combos. This can be used to launch the opponent in the air to start a juggle, but only at high enough damages. At low damages, this throw isn't too useful, as the opponent will land before you do. Note that after this throw, you have none of your jumps until you hit the ground, so use with caution. Also note that this throw can be used to suicide throw - you and your opponent will die at the exact same time, which can lead into some super sudden death fun.
Backward Throw - Reverse kirby slam
Damage: 4-8%
Direction of Opponent: Backwards, slightly up
Description: I like this throw, but only at mid-high damages and near a ledge (but not near enough to suicide). You can knock them off the ledge and get into edgeguard mode, possibly leading to a kill. At low damages, however, it's easily escaped and doesn't combo well, so avoid using it. This attack can be used as a suicide throw, but it doesn't do the job that well, as you die first and often the opponent escapes. One of my favourite combos with this attack is to back throw the opponent off the edge, then quickly dash and suck them up - it works nicely as a suicide if it’s unexpected.
Forward Throw - Kirby slam
Damage: 4-8%
Direction of Opponent: Forwards and Up
Description: Kirby's worst throw. First of all, it's his slowest throw, which is bad because like the back throw, it is escapable. It doesn't pop the opponent up in a very useful direction either. Stick to the other throws... the up throw has a very similar effect to this, and is far better overall, so if you need the opponent in the air, use that.
SECTION E: RECOVERY TECHNIQUES
To be completed
SECTION F: EDGE GUARDING
To be completed
SECTION G: COMBOS
To be completed
SECTION H: CHARACTER MATCHUPS
To be completed
SECTION I: ENDING REMARKS
To be completed
--------------------------------------------------------------------------
It's not yet finished, but I'd like some input on what I could change, add, or remove to finally get a good Kirby guide up and *maybe* attract some attention to this horribly underused character.
SECTION A: KIRBY OVERVIEW
SECTION B: WHY CHOOSE KIRBY?
SECTION C: TECHNICAL TERMS
SECTION D: MOVELIST
SECTION E: RECOVERY TECHNIQUES
SECTION F: EDGE GUARDING
SECTION G: COMBOS
SECTION H: CHARACTER MATCHUPS
SECTION I: ENDING REMARKS
SECTION A: KIRBY OVERVIEW
Kirby is a pink, 8-inch tall, balloon-like creature that hails from the planet Pop Star. Kirby’s origin is very odd. In the game-making process, Kirby was just a placeholder for the final build of the hero in the game – but they loved him so much that he was kept, and Kirby was born.
Kirby first appeared in the Game Boy game Kirby’s Dream Land in 1992. The game’s unique style and gameplay made it a hit. A year later, Kirby appeared in the NES game Kirby’s Adventure, which is the first time that fans got to see Kirby’s colour. The same year, Kirby had it’s first foray into pinball, in Kirby’s Pinball Land. Kirby would have many other successes in the years, including a 2nd and 3rd Kirby’s Dream Land, Kirby’s Super Star, Kirby 64, Kirby’s Tilt and Tumble and Kirby and the Amazing Mirror. Other puzzlers and one racing game were also made, making Kirby’s repertoire of games large. This year, Kirby comes to the DS for the first time in Kirby: Canvas Curse, and a Gamecube edition of the Kirby franchise will be out within the next year.
SECTION B: WHY CHOOSE KIRBY?
If you look at the tier list, you’ll see that Kirby is in the middle of low, making him the fifth lowest character in all of Super Smash Bros. Melee. This fact detours many people from using him, but used at its full potential, Kirby is a deadly, fast force. Kirby’s tilt game is among the better sets in the game, and aerially he’s very good. His recovery is spectacular, with 5 jumps and a useful boost. The sheer amount of jumps also gives you many edgeguarding options, with a lax margin of error if you miss your attempt. Kirby’s crouch game is also very good, as he’s the shortest character in the game when doing so – he can duck blaster fire, smashes, even throws! Kirby’s wavedash is quite good, both distance wise and speed wise, which makes it a great movement option that can lead into many different attacks. The little puffball is even equipped with a meteor smash, which is quite easy to use and can lead to many low % kills. These attributes make Kirby quite usable in my eyes, and if you can get around the lesser range and the easy to kill nature of Kirby, you can wield him quite effectively.
SECTION C: TECHNICAL TERMS
To be completed
SECTION D: MOVELIST
A - Jab
Damage: 1-3%
Knockback: Very Low
Range: Low
Priority: Low
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: You could try to combo this into a throw. That’s all I can think of. I wouldn’t be using this.
A + A - Jab combo
Damage: 5-6%
Knockback: Very Low
Range: Low
Priority: Low
Start-up Lag: Low
Duration: Short-Med
Wind-down Lag: Low
Description: Like the Jab, but two hits. You could probably also combo this into a throw, but really, I wouldn’t seriously use this much.
A + A + A - Jab flurry
Damage: 5-x%
Knockback: Very Low
Range: Low-Med
Priority: Medium
Start-up Lag: Low
Duration: Med-Long
Wind-down Lag: Low
Description: A flurry of weak punches. Like all multi-hit attacks, it’s easy to D.I. out of and easy for the opponent to retaliate. Maybe you could score 10% against a wall, but I wouldn’t recommend using this.
Forward Tilt A - Roundhouse kick
Damage: 6-11%
Knockback: Low-Med
Range: Low-Med
Priority: Medium
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: A fast, versatile attack that has enough knockback to prevent the opponent from punishing you for it's use. Good for racking up damage, but doesn't combo well. I find this useful to get the opponent off the edge as well, as many of Kirby’s other ground moves that could do that aren’t as quick. The sweetspot of this attack is the tip of the foot.
Upward Tilt A - Up toe kick
Damage: 3-8%
Knockback: Low-Med
Range: Low-Med
Priority: Good
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: Perhaps Kirby's best combo starter. Against fast fallers, you can chain a few of them into a B-air or an U-air. Using this move at mid-high damages basically guarantees you an aerial, due to the very short amount of wind-down lag.
Downward Tilt A - Sweeping kick
Damage: 5-10%
Knockback: Low
Range: Medium
Priority: Good
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: A good tilt with good priority. This attack can be used directly from crouching, which is desirable because Kirby is extremely short. It also has good priority and range, so it can be spammed to an extent, with wave-dashing used for movement. It can also spike if used at a ledge.
Forward Smash A - Lunge kick
Damage: 7-20%
Knockback: Med-High
Range: Decent-Good
Priority: Decent
Start-up Lag: Medium
Duration: Short-Med
Wind-down Lag: Low-Med
Description: Ah, Kirby's lunge kick, once great, now...not so much. This move must be sweetspotted to be truly effective (very tip or base of foot). If you don't hit the sweetspot, this move can often pop the opponent straight up which might make retaliation easy. The start-up lag isn’t spectacular either. Wave-dashing backwards into this is the best use I’ve found for it, as the range is good and it’s pretty safe.
Upward Smash A - Flip kick
Damage: 7-20%
Knockback: Low-High
Range: Decent
Priority: Decent
Start-up Lag: Low
Duration: Short-Med
Wind-down Lag: Low-Med
Description: There are three distinct ways to hit with this attack, all with varying knockback. If you hit with the opponent a bit away from you, it has medium knockback. If you hit when the opponent behind you, it'll have low knockback. If the opponent is right in front of you and very close, then it has high knockback and will make a distinct sound. Anyways, this attack isn't too good, because needs the opponent in a certain place to be useful at all, and the range isn't the greatest. Stick to uptilt to U/B-air for kills.
Downward Smash A - Breakdance kick
Damage: 6-19%
Knockback: Med-High
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Medium
Wind-down Lag: Low-Med
Description: Kirby's best smash. The opponent will be hit either straight left or right (if hit with tip of toes), or up (if hit in any other way). The up hitting makes it a good combo starter, as it can be comboed into an uptilt, U-air, or B-air. At low damage, this attack can be punished due to the long duration if you hit them up.
Dashing A Attack - Fireball kirby
Damage: 2-8%
Knockback: Low
Range: Good
Priority: Decent
Start-up Lag: Low
Duration: Long
Wind-down Lag: Medium-High
Description: Bleh. That's all I can say. First of all, it's hitbox is basically the size of Kirby - not good. Many characters will just smash you out of it. And the duration is long, so even if you hit, you may still be punished for using it. Also, since it's duration is so long, you can fireball kirby off the edge, giving characters an easy chance to kill you with edgeguarding. At least it’s hard to shield-grab. Not recommended.
Neutral A (Aerial) – Twinkle Star
Damage: 5-10%
Knockback: Low
Range: Poor
Priority: Poor
Start-up Lag: Low
Duration: Short-Long
Wind-down Lag: Low-Med
Description: Not a bad attack, not great either. The duration can be short or long, depending on whether you hit the ground before the animation is over - it's really quite long. Oddly enough, there is a very short landing lag for this attack. Anyways, in most situations where you could use this, another aerial would be better... still, a decent attack despite poor range.
Forward A (Aerial) - Triple kick
Damage: 1-16%
Knockback: Low, Low, Med-High
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Med-Long
Wind-down Lag: Low
Description: A fairly useful aerial, especially against heavier or larger characters. It's most useful when you get all three off, but often you'll only get two. One method of using this is to shfflc it into your opponent. You can chain a few together if you do that, which can rack up some damage. A great use of this attack is recovery. Off the ledge, just ledge hop into this, and you can often get all three in. It also makes the opponent think twice about jumping out and meeting you with an aerial. All things considered, a very versatile attack.
Backward A (Aerial) - Back kick
Damage: 5-14%
Knockback: Med-High
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Medium
Wind-down Lag: Low
Description: This attack is awesome. Good knockback, fairly long duration, and very, very little start-up and wind-down lag. It can be used to finish off a combo, and at low damages (or non sweetspotted), you can chain a few together for some nice damage. Speaking of which, the sweetspot of this attack is a timing one - it does the most damage and has the most knockback right as it comes out. Use this attack often.
Upward A (Aerial) - Aerial flip kick
Damage: 8-15%
Knockback: High
Range: Decent-Good
Priority: Good
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low
Description: Perhaps Kirby's best aerial... you could make an argument for either this or the B-air. Anyways, this is the other option to finish off combos, and has the best knockback of any of Kirby's aerials. One way to edgeguard with Kirby involves dropping down with the opponent and using this, and it works well against some characters. Many of your kills will come from this attack, so get used to it and use it well.
Downward A (Aerial) - Drill kick
Damage: 1-18%
Knockback: Low, Low-Med (last hit on ground)
Range: Good
Priority: Good
Start-up Lag: Medium
Duration: Medium
Wind-down Lag: Low
Description: Another great aerial. This attack can be used to assist landing when knocked into the air - without it, it's like beating around a beachball. Also, it does good damage, and if L-cancelled, it can lead into a downsmash sometimes, depending on where the last hit sends the opponent. The final hit apon landing creates some spacing between you and your opponent, and it often goes under shields, which is convenient. Also, this attack spikes. Against many opponents, you can just short hop off the edge and spike a recovering opponent. If they meteor recover it, you can spike them again on the same trip off the ledge. Also, this attack can be easily ledge hopped into, which is a major plus - especially since you can l-cancel it and maybe use utilt to start a combo.
Forward B (Ground) - Hammer
Damage: 8-23%
Knockback: Med-High
Range: Good
Priority: Good
Start-up Lag: Med-Long
Duration: Short-Med
Wind-down Lag: Medium
Description: One of Kirby's most powerful, if unwieldy, attacks. This attack has considerable start-up and wind-down lag, which makes it relatively useless right away. On top of that, to actually be powerful, you need to hit with the tip of the hammer, and otherwise it's rather weak. You just have so many better options on the ground, so don't use this.
Forward B (Aerial) - Hammer
Damage: 3-15+%
Knockback: Very Low
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Med-Long
Wind-down Lag: Medium
Description: This attack is far different in the air than on the ground. The ground attack focuses on killing - the aerial one focuses on damage. This attack, when you catch your opponent in it, can be fairly useful. It racks up damage, and scatters them a bit, but sometimes the opponent will be quick enough to punish the lag, and whiffing on this attack is awful. On a side note, this attack pops you up just a tiny bit before execution, so be aware of this. One use I’ve found for it is upthrow into reverse aerial hammer at mid damages, assuming they don’t D.I. away from you. I'd say this attack is pretty useful, but don't spam it and try not to be predictable with it.
Upward B - Final cutter
Damage: 1-15%
Knockback: Low
Range: Good
Priority: Decent
Start-up Lag: Low-Med
Duration: Med-Long
Wind-down Lag: Low-Med
Description: Kirby's “third” jump. This attack, when used for recovery, is almost completely vertical, so use it at the last possible moment. It can be used as an attack, but I prefer not to, as if you're hit out of it, you're left with no jumps. However, it can trick some opponents, as it has good range in front of you, and it's almost completly unexpected. If you do decide to use it, be unpredictable or you will be punished.
Downward B - Stone
Damage: 9-18%
Knockback: Medium
Range: Poor-Decent
Priority: Great
Start-up Lag: Medium
Duration: Depends
Wind-down Lag: Medium
Description: Wow, this attack sucks. Seriously, don't use it. For an attack with such great start-up and wind-down lag, there is a certain degree of power that you think would be present. But there isn't. This attack also has a tiny hitbox, and if you miss, you're screwed. And you'll miss 100% of the time against a skilled opponent. Don't use this.
Attack in Throw - Punch
Damage: 1-3%
Downward Throw - Victory dance
Damage: 4-7%
Direction of Opponent: Right below you
Description: Perhaps Kirby's best throw. This destroys unskilled opponents (those who don't D.I. or tech), as it can chain into Utilts, especially against heavy characters. Some characters can N-air out of this, including Dr.Mario, Mario, Luigi, Samus, Peach, Jigglypuff, and Mewtwo. So against them, refrain from using this. Also, a lot of players will tech this, but don't worry - if you get good at predicting techs, you can follow them into a downsmash or another throw. If you're good at mindgames, you'll do well against those opponents - if not, maybe try another throw.
Upward Throw - Rocket throw
Damage: 6-10%
Direction of Opponent: Up
Description: Kirby's most damaging throw, and it can be used in some combos. This can be used to launch the opponent in the air to start a juggle, but only at high enough damages. At low damages, this throw isn't too useful, as the opponent will land before you do. Note that after this throw, you have none of your jumps until you hit the ground, so use with caution. Also note that this throw can be used to suicide throw - you and your opponent will die at the exact same time, which can lead into some super sudden death fun.
Backward Throw - Reverse kirby slam
Damage: 4-8%
Direction of Opponent: Backwards, slightly up
Description: I like this throw, but only at mid-high damages and near a ledge (but not near enough to suicide). You can knock them off the ledge and get into edgeguard mode, possibly leading to a kill. At low damages, however, it's easily escaped and doesn't combo well, so avoid using it. This attack can be used as a suicide throw, but it doesn't do the job that well, as you die first and often the opponent escapes. One of my favourite combos with this attack is to back throw the opponent off the edge, then quickly dash and suck them up - it works nicely as a suicide if it’s unexpected.
Forward Throw - Kirby slam
Damage: 4-8%
Direction of Opponent: Forwards and Up
Description: Kirby's worst throw. First of all, it's his slowest throw, which is bad because like the back throw, it is escapable. It doesn't pop the opponent up in a very useful direction either. Stick to the other throws... the up throw has a very similar effect to this, and is far better overall, so if you need the opponent in the air, use that.
SECTION E: RECOVERY TECHNIQUES
To be completed
SECTION F: EDGE GUARDING
To be completed
SECTION G: COMBOS
To be completed
SECTION H: CHARACTER MATCHUPS
To be completed
SECTION I: ENDING REMARKS
To be completed
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It's not yet finished, but I'd like some input on what I could change, add, or remove to finally get a good Kirby guide up and *maybe* attract some attention to this horribly underused character.